Jump to content
Dustloop Forums

Hain

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by Hain

  1. As always, this is based on my experiences fighting Mu. Results depend, and if you see something wrong, please say so. I hate this match-up with a burning, bloody passion, and not just because Mu is another version of Noel. Thankfully, a dedicated Tager only needs to get in close once to win a round, and I've found a couple of openings. If a Mu player attempts to open a round with 5C>6C, Instant block the 5C and sledge through the 6C. From there, you can go into a few different combos, though a B. Sledge>2B>2C>Atomic Collider>Ender is your best option. Divine Wrath of the Heavens is easily sledged through, and a sloppy Mu will either try to use it to get closer or as a way to deal some quick damage. Properly timed and spaced, a Sledge can be your best friend or your worst mistake. Keep an eye out for chances to hit a Mu using Totsuka Blade to approach, too, preferably after it's bounced off the last Steins Gunner. Remember, the Steins Gunner shots won't curve. Timing a super-jump and barrier blocking during the fall can close distance on a Mu...or it can give her an opportunity to slip past. Bait Origins just like any DP, and punish accordingly. DO NOT ATTEMPT TO COUNTERATTACK DURING DIVINE WRATH OF THE HEAVENS. I've made this mistake several times, automatically seeing an opening and going for it. I'll be damned if that move isn't one gigantic invulnerability frame. I've only lost to one Mu since the update, and that's because I underestimated one of her greatest assets; Sword of Decimation. This little number can be used to set back any progress you've made getting Mu into the corner, and is almost as annoying as Origins. It might not be as ridiculous as it used to be, but this match-up still goes heavily in Mu's favor. Still, be patient, look for those opportunities to close in, watch your opponent for mistakes, **Edited, thank you for pointing that out. I appreciate it.
  2. Of course. Though this really belongs in the 'general discussion' area, I'd advise you to learn how to play just a little bit of each character in the game if you plan on playing Tager. Knowing what your opponent's options are, and what their first and second thoughts in a situation are, will set you miles ahead of them on the field. 'Know your enemy, know yourself, and you may fight a hundred battles without disaster.'
  3. The best you can do to bait 4C is to stand on the very end of it's hitbox, and when he swings, backdash-sparkbolt. A riskier tactic is to stand on the same location and voltic charge, if it's an aggressive Haku he'll rush in and try to combo you up close. This is where a 720 comes in, though a Magna-Tech Wheel>pickup can yield some promising results as well. It's probably better to go for the Spark Bolt, though. Magnetism and a decent combo, ending with him close enough to easily shut up any further attempts at 4C. Be careful, though. Hakumen's got other tricks up his sleeve. Ah, I almost forgot. A magnetized 6A, if done correctly, can punish a 4C-spammer. Make sure not to begin the move while in range, though, 6A's super armor doesn't kick in immediately. Also, super-jump and take a j-C? That's more likely to end with you in the corner then the Hakumen. If you're going to try and jump, use j.D while he's magnetized to throw off his positioning, and hit him with whatever feels best at the time. Usually a j.C or j.B. Don't use 2C, though, the delay will get you hit.
  4. It's unfortunate, but from my experience, the only way to get a Hakumen player to actually respect Tager is by having a Spark Bolt ready at all times. Get your electric gauge up as fast as possible, and hit him the moment he whiffs any sword attack. Combo appropriately, and keep control to the best of your ability. Beyond that, the best you can do is check sloppy approaches, specifically his aerials. If he comes in low, iron fist. If he's coming in high, Atomic Collider. If he's trying to get over you, 2C. The basics. With Hakumen's 4C and specials, any ground approach you do will have to be timed to perfection. Keep an eye open for his 3C, and alternatively, the Haku-stomp: if you're fast enough seeing this coming, it's easily punishable. I wouldn't advise Gadget Finger in this match-up unless you really know your opponent: with Hakumen's drive, Any attempt at attacking regularly can end in a reversal. Try a late 360 or an Atomic Collider if you're really up to it. I perfer ending combos with a 2D or one of Tager's situational mind games; 2D gives plenty of magnetism and pushes Haku-men closer and closer to the corner. Just watch out for the drive. Magnetism is one of your best friends in this match-up, but be careful: a good Hakumen player can very easily punish sloppy attempts at pulling him in. Still, it'll force him to think twice before making a jab with that sword of his. Again, these are just conclusions based on my experiences with Hakumen. If you find anything wrong, please point it out.
  5. Thank you very much. I should revise my earlier post, Mami Circular can't hit during the recovery frames of a backdash, however it will hit any attempts at retaliation. If you're lucky, though, an Atomic Collider should catch her, but that's hardly worth the risk. One of the best ways to mess with an aerial Platinum is a magnetized 6A. Prepare it on approach and suck her in. It should land you an Atomic Collider combo if timed right. Tager's 2C is no good as anti-air in this matchup. Platinum's Aerial C and Aerial B have more range, and she can pull them out faster. She'll usually get a free counter-hit. Tager might have the most guard primers, but against a good Platinum with a hammer, even he is in danger of being Guard crushed. If you see the hammer come out, backdash, don't block. Remember that the Mami Circular also chips one primer away as well. Curedot Typhoon has one frame of invulnerability. That's all she needs to ruin your day if you underestimate her distortions. At the same time, it's easily avoided if you see it coming, and it'll leave her very exposed afterward. Dramatic Sammy (her command grab), will have her run right next to you and attempt a grab, hitting anyone who techs immediately for a free 1500 damage and item recharge. Be wary of this; it also replenishes any upgraded weapons she might have, such as the fan, or the giant missiles. As a final note, any aerial combo ending with Air Persia will have her on the ground almost as quickly as you. Tech smart.
  6. I'd like to point out that, if you backdash against her aerial 2C, Platinum's first poke might miss, but her 5B>3C>Fallen Melody combo could land her a hit anyways. Assuming that first poke is 5B. At the same time, seeing the backdash could encourage a Platinum to use Dramatic Sammy, or worse, Mami Circular, during the vulnerable frames of the dash. Her Aerial 2C works quite a bit like Tager's Aerial D, at least in that you can switch to another move the moment you land. Aerial B is an effective counter to a Platinum attempting to clip you from underneath with a Mami, but chances of that are rare. They'll probably aim for a melee-item-momo or just get out of the way. Watch out for her rapid cancels. 5A is probably your best bet against an attempt at an RC mixup.
  7. I'd like to apologize if this is out-of-place, seeing as it's my first actual post in this forum... From my experiences playing against Platinum, I've noticed a few things. -Platinum's Aerial 2C has very, very little hit-stun. You should be able to slip a 360 in, even if you've been hit. -Mami Circular. It lifts Platinum off the ground, launches the recipient a good distance, and means lots of extended corner combos! Still, if you manage to block it, be careful: she'll stay in the air for just a brief moment after the hit. 360A instead of B if you're going that route, just to be safe. Personally, I prefer the 2C. -If, somehow, Platinum manages to get you into the corner, expect a lot of Dream Sally. Very dangerous tech trap, easy for her to catch you in it. -Dramatic Sammy is surprisingly effective against Tager as well, though usually as a tech trap. -A Momo with Platinum's missiles can't be effectively sledged through. Her bombs, on the other hand... -That cat flail is going to be a problem for Tager, ten frame start-up or not. Try to get her to waste it before trying to approach. -Watch for the frying pan, too. In short, from what I've seen, as long as you aren't shoved in the corner, and watch for those little mix-ups, it's a fairly easy match for Tager. Avoid using moves with slow start-up, and watch that item counter, you'll do fine. No guarantees, though.
×
×
  • Create New...